Base Class: Rogue
You grew up among the Fey and from this you have learned their survival tactics and magic. You gain proficiencies in herbalist kit, poisoner's kit, and navigator's tools. With different levels comes the knowledge of select spells. You are able to help your group make their trips through different lands and terrain. You have also honed in some different fighting skills.
Cantrips: You learn three cantrips of your choice (from the Druid or Ranger lists). At the 10th level, you learn another cantrip of your choice.
Spell Slots: The table below shows how many spell slots you have to cast your spells of the 1st level and higher. To cast a spell you must expend a slot of the spell's level or higher. You regain all spell slots after finishing a long rest.
Preparing and Casting Spells: You prepare the list of spells you are able to cast, selecting from both the Druid or Ranger list. When you do so, choose a number of spells equal to your Wisdom modifier+ you class level (minimum of one). The spells must be of a level for which you have spell slots. You may change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent meditating or singing Fey tunes: at least one minute per spell level for each spell on your list.
Spell Save DC= 8+ your proficiency bonus + your Wisdom modifier
Spell Attack Modifier= your proficiency bonus + your Wisdom modifier
Spellcasting
3rd level: 3 cantrips known and 2 1st level spells
4th level: 3 cantrips known and 3 1st level spells
5th level: 3 cantrips known and 3 1st level spells
6th level: 3 cantrips known and 3 1st level spells
7th level: 3 cantrips known, 4 1st level spells and 2 second level spells
8th level: 3 cantrips known, 4 1st level spells and 2 second level spells
9th level: 3 cantrips known, 4 1st level spells and 2 second level spells
10th level: 4 cantrips known, 4 1st level spells and 3 2nd level spells
11th level: 4 cantrips known, 4 1st level spells and 3 2nd level spells
12th level: 4 cantrips known, 4 1st level spells and 3 2nd level spells
13th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells and 2 3rd level spells
14th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells and 2 3rd level spells
15th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells and 2 3rd level spells
16th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells and 3 3rd level spells
17th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells and 3 3rd level spells
18th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells and 3 3rd level spells
19th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells, 3 3rd level spells and 1 4th level spell
20th level: 4 cantrips known, 4 1st level spells, 3 2nd level spells, 3 3rd level spells and 1 4th level spell
Forger
From the Fey you have gained knowledge about the different types of herbs and what they do.
Starting at the 3rd level you gain proficiency with the herbalism kit and the poisoner's kit. You also gain proficiency in the nature and survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
So that you don't get lost on the search for items that you need you gain knowledge with Navigator's Tools.
Additionally, you can use your bonus action to make a Search action. Add a +4 to your Intelligence (Investigation) check.
Friends with Animals
Starting at 9th level, you know the following spells to work with animals in the wild. Animal Friendship, Beast Bond, Speaks with Animals and Animal Messenger. These spells can be cast outside of your normal spell slots and can be used twice per day.
You can also use the spell Find Familiar for either an animal, fey animal, a sprite or pixie that you and your DM agree on.
Movement and Immunities
Shadow Movement: if you make an attack roll against a creature that you are hidden from, the missed shot does not break concealment.
Running Shot: when you take you action to Dash, you may make a ranged attack as a bonus action.
Skirmisher: You are difficult to pin down during a fight. Add a +5 to Strength (Athletics) saving throws or/bonus action (DM's choice) a +5 to Dexterity (Acrobatics) saving throws.
Immunities: you have advantage on Insight checks and saving throws against being charmed, feared or put to sleep magically.
Natural Camouflage: You can spend 1 minute creating camouflage for a willing creature within 5 feet of you. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create the camouflage. Once a creature is camouflaged in this way, it can try to hide by pressing itself up against a solid surface, such as a tree or wall, that is at least as all and wide as the creature. While the camouflaged creature is hiding, it gains a +10 bonus to Dexterity (Stealth) checks. The camouflaged creature loses this benefit if it moves more than half its movement on the same turn, makes an attack or casts a spell.
Advance Attacks
Snipper: At 17th level, you are practiced at slaying your enemies from afar. When you strike a creature that is surprised with a ranged attack, they must succeed a Constitution saving throw (DC= 8+ your Dexterity modifier+ your proficiency bonus) or take double damage.
Sudden Strike: You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as part of that action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
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